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Collaborated with:
Georgios N. Yannakakis Julian Togelius Daniel Karavolos Philip L. Lopes Christoffer Holmgård Gabriella A. B. Barros Constantine Alexopoulos Daniele Gravina Michael Cerny Green Ahmed Khalifa Mike Preuss William Cachia Ryan Abela Owen Sacco Chong-U Lim D. Fox Harrell Héctor Perez Martínez Amy K. Hoover Evangelia V. Dimaraki Jichen Zhu Sebastian Risi Rafael Bidarra G.M.Youngblood Konstantinos Makantasis Konstantinos Sfikas David Melhart Ahmad Azadvar Alessandro Canossa Athoug Alsoughayer Divyesh Surana
Talks about:
game (14) level (10) generat (8) model (7) design (5) creation (4) creativ (4) content (4) player (4) gameplay (3)

Person: Antonios Liapis

DBLP DBLP: Liapis:Antonios

Contributed to:

AIIDE 20112011
CIG 20112011
AIIDE 20132013
CIG 20132013
FDG 20132013
CIG 20142014
FDG 20142014
AIIDE 20152015
FDG 20152015
CIG 20162016
DiGRA/FDG 20162016
FDG 20172017
CIG 20182018
FDG 20182018
CoG 20192019
FDG 20192019

Wrote 34 papers:

AIIDE-2011-LiapisYT #game studies #optimisation #visual notation
Optimizing Visual Properties of Game Content Through Neuroevolution (AL, GNY, JT).
CIG-2011-LiapisYT #optimisation
Neuroevolutionary constrained optimization for content creation (AL, GNY, JT), pp. 71–78.
AIIDE-2013-LiapisYT #game studies #towards
Towards a Generic Method of Evaluating Game Levels (AL, GNY, JT).
CIG-2013-LiapisMTY #adaptation #evolution #game studies #interactive
Adaptive game level creation through rank-based interactive evolution (AL, HPM, JT, GNY), pp. 1–8.
FDG-2013-LiapisYT #authoring #game studies #sketching
Sentient Sketchbook: Computer-aided game level authoring (AL, GNY, JT), pp. 213–220.
CIG-2014-HolmgardLTY #evolution #modelling
Evolving personas for player decision modeling (CH, AL, JT, GNY), pp. 1–8.
CIG-2014-LiapisYT #design #modelling #sketching
Designer modeling for Sentient Sketchbook (AL, GNY, JT), pp. 1–8.
CIG-2014-LopesLY #authoring #game studies
The C2create authoring tool: Fostering creativity via game asset creation (PLL, AL, GNY), pp. 1–2.
CIG-2014-PreussLT #game studies
Searching for good and diverse game levels (MP, AL, JT), pp. 1–8.
FDG-2014-HolmgardLTY #game studies #generative #modelling
Generative agents for player decision modeling in games (CH, AL, JT, GNY).
FDG-2014-YannakakisLA
Mixed-initiative co-creativity (GNY, AL, CA).
AIIDE-2015-CachiaLY #evolution #multi
Multi-Level Evolution of Shooter Levels (WC, AL, GNY), pp. 115–121.
AIIDE-2015-LiapisY #design #paradigm #sketching
Refining the Paradigm of Sketching in AI-Based Level Design (AL, GNY), pp. 128–134.
AIIDE-2015-LopesLY #generative
Targeting Horror via Level and Soundscape Generation (PLL, AL, GNY), pp. 37–43.
FDG-2015-AbelaLY
The Coralize Tool for Creating Underwater Environments (RA, AL, GNY).
FDG-2015-HolmgardLTY #game studies #modelling
MiniDungeons 2: An Experimental Game for Capturing and Modeling Player Decisions (CH, AL, JT, GNY).
FDG-2015-LiapisHYAD #design #game studies #named
Iconoscope: Designing a Game for Fostering Creativity (AL, AKH, GNY, CA, EVD).
CIG-2016-GravinaLY #generative
Constrained surprise search for content generation (DG, AL, GNY), pp. 1–8.
CIG-2016-KaravolosLY #evolution
Evolving missions for Dwarf quest dungeons (DK, AL, GNY), pp. 1–2.
CIG-2016-KaravolosLY16a #evolution #game studies
Evolving missions to create game spaces (DK, AL, GNY), pp. 1–8.
CIG-2016-LopesLY #generative #multi #named
Sonancia: A multi-faceted generator for horror (PLL, AL, GNY), pp. 1–2.
CIG-2016-SaccoLY #approach #game studies #generative #semantics
A holistic approach for semantic-based game generation (OS, AL, GNY), pp. 1–8.
DiGRA-FDG-2016-BarrosLT #game studies #generative #open data
Playing with Data: Procedural Generation of Adventures from Open Data (GABB, AL, JT).
DiGRA-FDG-2016-LimLH #approach #bottom-up #category theory #clustering #image #social #using
Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering (CUL, AL, DFH).
FDG-2017-KaravolosLY #game studies #learning #multi
Learning the patterns of balance in a multi-player shooter game (DK, AL, GNY), p. 10.
CIG-2018-KaravolosLY #automation #design #using
Using a Surrogate Model of Gameplay for Automated Level Design (DK, AL, GNY), pp. 1–8.
CIG-2018-ZhuLRBY #design
Explainable AI for Designers: A Human-Centered Perspective on Mixed-Initiative Co-Creation (JZ, AL, SR, RB, GMY), pp. 1–8.
FDG-2018-GreenBLT
DATA agent (MCG, GABB, AL, JT), p. 10.
FDG-2018-KaravolosLY #game studies
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model (DK, AL, GNY), p. 10.
CoG-2019-GravinaKLTY #generative #quality
Procedural Content Generation through Quality Diversity (DG, AK, AL, JT, GNY), pp. 1–8.
CoG-2019-Liapis #game studies
The Newborn World: Guiding Creativity in a Competitive Storytelling Game (AL), pp. 1–8.
CoG-2019-LiapisKMSY #learning #multimodal
Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes (AL, DK, KM, KS, GNY), pp. 1–8.
CoG-2019-MelhartACLY #modelling #motivation
Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division (DM, AA, AC, AL, GNY), pp. 1–8.
FDG-2019-GreenKASLT #generative
Two-step constructive approaches for dungeon generation (MCG, AK, AA, DS, AL, JT), p. 7.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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